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When the humans fled their home world and arrived in Laenwold almost two thousand years ago, their deities came with them. What happened to the human homeland is unknown. The humans themselves have no history or tales of what happened to their home and their gods refuse to answer questions about those events. Their homeland has no name and it is not known where amongst the planes the humans originally lived. Many scholars have worked on finding out what happened and where the humans came from, but none of them have any definite answers.
One of the few things known about the exodus of their home plane is that Phost sacrificed himself in order to allow the humans enough time to open the portals that they used to travel to Laenwold. Because of his sacrifice, the dead god is still worshipped and revered today.
Another god was slain shortly after the human arrival. The powerful god of madness, nihilism and evil, Tharizdun, was hunted down and slain by the elven and dwarven gods. The mere presence of such a malevolent force in Laenwold threatened to destroy the very fabric that ties it to the rest of the planes. It is well known that once a plane has been unlinked from the others, it cannot survive for long. The worshippers of Tharizdun were left alive, but bereft of their patron deity. Many of them fell to worshipping other deities, but some continued to pray to Tharizdun for power and guidance even though he was dead. The many cults of evil that followed Tharizdun survived for a short time, but eventually their membership dwindled to nothingness. The cults of Tharizdun live on in history and urban legend, but nowhere else.
It is a well-known fact that humans, through mass worship, have the ability to promote a mortal creature to immortal status. The number of worshippers needed to perform such an act is staggering and any sentient creature can be placed up on high. Since the humans' arrival, they have nearly created a dozen different gods. Most of them were humans that inspired worship, but some of them were demonic in nature. Many of the recently created gods had their followers destroyed by those that did not wish for the god to stay that way. This loss of worship took away the power that promoted them to godhood and their immortality was revoked with devastating consequences.
The only human deities that have been created (and survived) since the humans' arrival are Ellfan, Ewiid and Uhlsun. Ellfan and Ewiid were once humans when they were mortal, but Uhlsun was a demon of vile nature that preyed upon the weaknesses inherent in human mortality to gather enough followers to become a god. Since this occurrence, the good aligned deities of the humans have ordered their followers to do everything that they can to prevent another demon from ascending to the ranks of immortality.
(Nicknames)
Portfolio: Air, Archery, Weather, Wind, Sky, Storms
Superior: Modun
Friends: Dyrdun, Purar
Foes: Raggar, Tilla
Symbol: An arrow that is shaped like a lightning bolt.
Description:
Worshipper Alignment: Any
Clergy Classes: Human
Clergy Races: Cleric, Ranger
Clergy Alignment: Cleric: CG, CN, CE. Ranger: Any
Rebuke/Command Undead: Rebuke undead if priest is good. Command undead if priest is evil. Player's choice if priest is neutral.
Cure/Inflict Wounds: Cure wounds if priest is good. Inflict wounds if priest is evil. Player's choice if priest is neutral.
Channel Good/Evil: Channel good if priest is good. Channel evil if priest is evil. Player's choice if priest is neutral.
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Cleric: Any. Ranger: Standard ranger armor allowances.
Allowed Weapons: Cleric: Any. Ranger: Any
Domains: Air, Animal. Chaos, War
Prestige Domains: Beastmaster, Celerity, Force
Banned Domains: Earth, Knowledge, Magic
Spell Recovery: After a full night (or day if nocturnal) of rest. During his hour of prayer after resting, the priest must work on creating new arrows or bolts. If the priest does not have the skill, material or desire to attempt to create new projectiles, then he can only recover 1st, 2nd and 3rd level spells.
(Nicknames)
Portfolio: Hunting, Tracking, Archery, Animals, Forests, Survival, Woodsmen
Superior: Jerunn Beastlord
Friends: Modic, Imnalu
Foes: Gohba, Zaessa
Symbol: A bear's head as viewed from the front. The mouth is usually closed, but some priests create their symbols to depict the bear roaring or growling.
Description:
Worshipper Alignment: LG, LN, NG, N, CG, CN
Clergy Classes: Cleric, Ranger, Druid
Clergy Races: Human
Clergy Alignment: Cleric: LG, LN, NG, N, CG, CN. Ranger: LG, LN, NG, N, CG, CN. Druid: LN, NG, N, CN
Rebuke/Command Undead: Rebuke Undead
Cure/Inflict Wounds: Cure Wounds
Channel Good/Evil: Channel Good
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Cleric: Any. Ranger: Standard ranger armor allowances. Druid: Standard druid armor allowances
Allowed Weapons: Cleric: Any. Ranger: Any. Druid: Standard druid weapon allowances.
Domains: Animal, Good, Plant
Prestige Domains: Beastmaster, Glory, Mysticism
Banned Domains: Destruction, War
Spell Recovery: After a full night (or day if nocturnal) of rest.
(Nicknames)
Portfolio: Betrayal, Corruption, Deception, Lies
Superior: Shasscar
Friends: Gurwar, Ellfan
Foes: Jaril, Meseth
Symbol: An open hand with an inverted triangle cut out of the palm.
Description:
Worshipper Alignment: NE, CN, CE
Clergy Classes: Cleric
Clergy Races: Human
Clergy Alignment: NE, CN, CE
Rebuke/Command Undead: Command Undead
Cure/Inflict Wounds: Inflict Wounds
Channel Good/Evil: Channel Evil
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Any
Allowed Weapons: Any
Domains: Destruction, Trickery
Prestige Domains: Force
Banned Domains: Law, Protection
Spell Recovery: After a full night (or day if nocturnal) of rest. The priest must take part in the destruction of a large building, corruption of an organization or betrayal of two allies each month or lose the ability to recover spells beyond 3rd level.
(Nicknames)
Portfolio: Love, Healing, Passion, Peace, Romance, Spring, Lust
Superior: Rylnor the Winged
Friends: Imra, Jaril
Foes: Zaessa, Tilla
Symbol: A bouquet of lilies and roses. Younger priests use wooden or metal carvings of the flowers. Higher level priests use actual flowers and keep them alive by channeling good into the flowers every morning.
Description:
Worshipper Alignment: Any
Clergy Classes: Cleric
Clergy Races: Human
Clergy Alignment: NG, N, CG, CN
Rebuke/Command Undead: Rebuke Undead
Cure/Inflict Wounds: Cure Wounds
Channel Good/Evil: Channel Good
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Any
Allowed Weapons: Any bludgeoning weapon
Domains: Earth, Healing, Plant, Protection
Prestige Domains: Community, Exorcism, Inquisition
Banned Domains: Destruction, Evil, War
Spell Recovery: After a full night (or day if nocturnal) of rest. The priest must plant a tree or a small flowerbed at the beginning of each month. If the priest does not perform this ritual by the 5th day of the month, he is limited to recovering 1st, 2nd and 3rd level spells. As soon as he partakes in the proscribed activities, then he regains the ability to recover all spells.
(Nicknames)
Portfolio: Judgement, Justice, Law, Royalty, Rulership, Wisdom
Superior: None
Friends: Granmar, Modic, Thaeron
Foes: Katoc, Pella, Gurwar
Symbol: A set of golden scales. The cups that hang from the chains are usually created in the shape of two crowns.
Description:
Worshipper Alignment: LG, LN
Clergy Classes: Cleric, Paladin
Clergy Races: Human
Clergy Alignment: Cleric: LG, LN. Paladin: LG
Rebuke/Command Undead: Rebuke Undead
Cure/Inflict Wounds: Cure Wounds
Channel Good/Evil: Channel Good
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Cleric: Any. Paladin: Any
Allowed Weapons: Cleric: Any, but the favored weapon is the hammer. Paladin: Any, but the favored weapon is the greatsword. If the paladin prefers to fight with a shield, then they are typically found using the bastard sword in a single hand via the Exotic Weapon feat.
Domains: Good, Law, Knowledge, Protection, Strength
Prestige Domains: Community, Exorcism, Glory, Inquisition, Mysticism
Banned Domains: Chaos, Evil, Trickery
Spell Recovery: After a full night (or day if nocturnal) of rest. Priests of Calor must recite aloud passages from their holy text for 30 minutes. This is usually presented in the form of a sermon that is directed towards those around the priest. The priest will usually pick passages that deal with challenges that the priest has just overcome or is about to face. If the priest does not have holy text to read from, then they may make a Religion check (DC 15 to 20) to recite the passages from memory. If this roll is failed or if the priest is unable to recite passages, then he will only recover 1st, 2nd and 3rd level spells.
(Nicknames)
Portfolio: Fire, Lightning, Purification
Superior: Modun
Friends: Aeshier, Modun
Foes: Zuron Prieslon, Andarra
Symbol: A pair of lighting bolts that cross in the middle.
Description:
Worshipper Alignment: Any
Clergy Classes: Cleric
Clergy Races: Human
Clergy Alignment: CG, CN, CE
Rebuke/Command Undead: Rebuke undead if priest is good. Command undead if priest is evil. Player's choice if priest is neutral.
Cure/Inflict Wounds: Cure wounds if priest is good. Inflict wounds if priest is evil. Player's choice if priest is neutral.
Channel Good/Evil: Channel good if priest is good. Channel evil if priest is evil. Player's choice if priest is neutral.
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Any
Allowed Weapons: Any
Domains: Air, Fire, Magic, War
Prestige Domains: Creation, Force, Summoning
Banned Domains: Water, Plant
Spell Recovery: After a full night (or day if nocturnal) of rest. The priest must place their hands in a flame at least the size of a torch flame for 30 minutes in order to regain all spells. Dyrdun protects his priests from harm during their devotional prayers each morning, but this protection is withdrawn after their prayers are over. To protect his followers from fire at all time would be too much a drain on his power. If they are unable to pray while immersing their hands in flame, then they will only recover 1st, 2nd and 3rd level spells.
(Nicknames)
Portfolio: Illusions, Deception, Lies
Superior: Soyenna
Friends: Andarra, Gohba
Foes: Meseth, Jaril
Symbol: An open mouth with a tongue sticking from between the lips. An open eye is visible on the tip of the tongue.
Description:
Worshipper Alignment: NG, N, NE, CG, CN, CE
Clergy Classes: Cleric
Clergy Races: Human
Clergy Alignment: CG, CN, CE
Rebuke/Command Undead: Rebuke undead if priest is good. Command undead if priest is evil. Player's choice if priest is neutral.
Cure/Inflict Wounds: Cure wounds if priest is good. Inflict wounds if priest is evil. Player's choice if priest is neutral.
Channel Good/Evil: Channel good if priest is good. Channel evil if priest is evil. Player's choice if priest is neutral.
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Any light or medium armor
Allowed Weapons: Any bludgeoning weapon
Domains: Chaos, Trickery
Prestige Domains: Madness, Mind
Banned Domains: Law, War
Spell Recovery: After a full night (or day if nocturnal) of rest.
(Nicknames)
Portfolio: Diplomacy, Hospitality, Prosperity
Superior: Torgey
Friends: Fira, Jaril
Foes: Modun, Rullae
Symbol: An arch that is usually made from gold. Younger priests will usually carry one made from steel or copper until they can afford one made from gold.
Description:
Worshipper Alignment: Any
Clergy Classes: Cleric
Clergy Races: Human
Clergy Alignment: LG, NG, CG
Rebuke/Command Undead: Rebuke Undead
Cure/Inflict Wounds: Cure Wounds
Channel Good/Evil: Channel Good
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Any
Allowed Weapons: Any bludgeoning weapon
Domains: Healing, Protection
Prestige Domains: Community, Creation
Banned Domains: Destruction, Evil
Spell Recovery: After a full night (or day if nocturnal) of rest.
(Nicknames)
Portfolio: Ancestors, Family, Marriage, Tradition
Superior: Jaril
Friends: Hantor, Jaril
Foes: Katoc, Gohba
Symbol: Two hands holding each other with their wrists bound together by a ribbon.
Description:
Worshipper Alignment: Any
Clergy Classes: Cleric
Clergy Races: Human
Clergy Alignment: LG, LN
Rebuke/Command Undead: Rebuke Undead
Cure/Inflict Wounds: Cure Wounds
Channel Good/Evil: Channel Good
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Any
Allowed Weapons: Any simple weapon.
Domains: Knowledge, Protection, Travel
Prestige Domains: Community, Divination, Glory
Banned Domains: Death, Evil, War
Spell Recovery: After a full night (or day if nocturnal) of rest. The priest must loudly recite his family history as far back as he knows it. If the priest does not know his family lineage, then he must lament about his lack of ancestry. This loud speaking must last 30 minutes in order to affect the recover of his spells. If the priest is unable to unwilling to perform this speech, then he can only recover 1st, 2nd and 3rd level spells.
(Nicknames)
Portfolio: Night, Darkness, Loss, Prostitutes, Slavery
Superior: Pella
Friends: Pella, Soyenna
Foes: Calor, Fira
Symbol: A naked woman or man that is bound at the wrists and ankles with cords.
Description:
Worshipper Alignment: LE, NE, CE
Clergy Classes: Cleric
Clergy Races: Human
Clergy Alignment: NE, CE
Rebuke/Command Undead: Command Undead
Cure/Inflict Wounds: Inflict Wounds
Channel Good/Evil: Channel Evil
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Any light armor
Allowed Weapons: Simple weapons of any size and martial weapons that are tiny or small.
Domains: Evil, Healing, Protection
Prestige Domains: Creation, Summoning
Banned Domains: Good, Law, Sun
Spell Recovery: The priest may only recover spells in the middle of the night. If the light of a full moon strikes the priest, then he may only recover 1st, 2nd and 3rd level spells. Several winter blankets, being underground or staying indoors would stop the moonlight. The priest must remain out of contact of the moonlight for the entire hour in which he prays for the recover of spent spells.
(Nicknames)
Portfolio: Knights, Paladins, Honor, Loyalty, Duty, Oaths
Superior: Calor
Friends: Calor, Tothanna
Foes: Katoc, Shasscar
Symbol: A lance and a greatsword crossed with the tips of the weapons pointing skyward.
Description:
Worshipper Alignment: LG, LN, NG
Clergy Classes: Cleric, Paladin
Clergy Races: Human, Dwarf
Clergy Alignment: Cleric: LG, LN, NG. Paladin: LG
Rebuke/Command Undead: Rebuke Undead
Cure/Inflict Wounds: Cure Wounds
Channel Good/Evil: Channel Good
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Any
Allowed Weapons: Any
Domains: Good, Law, Protection
Prestige Domains: Community, Exorcism, Inquisition
Banned Domains: Chaos, Evil, Trickery
Spell Recovery: After a full night (or day if nocturnal) of rest. The priest must loudly recite his vows during the hour in which he prays for spell recover. This informs everyone around him of what tenets he expects himself to uphold and could also attract unwanted attention. If the priest is unable or unwilling to recite his vows, then he can only recover 1st, 2nd and 3rd level spells. Paladins that do not recite their vows do not recover any spells nor do they recover points spent on their laying on of hands.
(Nicknames)
Portfolio: Evil, Hatred, Insanity, Malice, Strife, Tyranny
Superior: Katoc
Friends: Katoc, Shasscar, Zaessa
Foes: Arnora, Thaeron
Symbol: A skeletal hand grasping a curved sacrificial blade.
Description:
Worshipper Alignment: LE, NE, CN, CE
Clergy Classes: Cleric, Paladin
Clergy Races: Human
Clergy Alignment: Cleric: LE, NE, CE. Paladin: CE
Rebuke/Command Undead: Command Undead
Cure/Inflict Wounds: Inflict Wounds
Channel Good/Evil: Channel Evil
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Any
Allowed Weapons: Any
Domains: Chaos, Evil, Strength, Trickery, War
Prestige Domains: Domination, Force, Glory, Madness, Mysticism
Banned Domains: Good, Law, Sun
Spell Recovery: After a full night (or day if nocturnal) of rest. The priest must express his hatred for the world in a loud voice during his hour of prayer and meditation. This will, of course, attract attention to the priest of Gurwar if he does it in a location that is not secluded. If the priest is unable or unwilling to expound upon the malice that he feels towards others, then he can only recover 1st, 2nd and 3rd level spells. Paladins of Gurwar that do not perform their malicious devotions do not regain any spells nor do they recover points that they expended while inflicting wounds on others.
(Nicknames)
Portfolio: History, Discovery (research), Literature, Literacy, Knowledge, Learning
Superior: Julnar
Friends: Zannik, Fira
Foes: Ellfan
Symbol: A blue circle of leather that has its edges stained red.
Description:
Worshipper Alignment: Any
Clergy Classes: Cleric
Clergy Races: Human
Clergy Alignment: LG, LN, LE
Rebuke/Command Undead: Rebuke undead if priest is good. Command undead if priest is evil. Player's choice if priest is neutral.
Cure/Inflict Wounds: Cure wounds if priest is good. Inflict wounds if priest is evil. Player's choice if priest is neutral.
Channel Good/Evil: Channel good if priest is good. Channel evil if priest is evil. Player's choice if priest is neutral.
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Any
Allowed Weapons: Any simple or martial weapon.
Domains: Knowledge, Law, Travel
Prestige Domains: Creation, Divination, Mind
Banned Domains: Chaos, Destruction
Spell Recovery: After a full night (or day if nocturnal) of rest. The priest must write in his journal about his new discoveries, travels or ideas. If the priest does not have a journal to write in or is unable to write in it, then he can only recover 1st, 2nd and 3rd level spells. After the journal is filled with the experiences of the priest, he must return it to a temple of Hantor in exchange for a fresh, blank journal that he will continue writing in.
(Nicknames)
Portfolio: Agriculture, Endurance, Plants (crops), Animals (domestic), Commoners/Peasants
Superior: Jerunn Beastlord
Friends: Aldnor, Noriel, Calor
Foes: Gurwar, Zuron Prieslon
Symbol: The silhouette of an ox head as viewed from the front. The eyes are usually removed from the head so that light can shine through the eyeholes. Some wealthy priests place gemstones in the eye holes, but this is generally frowned upon by the more strict followers of Imnalu.
Description:
Worshipper Alignment: LG, LN, NG, N, CG, CN
Clergy Classes: Cleric, Druid
Clergy Races: Human
Clergy Alignment: Cleric: LG, LN, NG, N, CG, CN. Druid: LN, NG, N, CN
Rebuke/Command Undead: Rebuke Undead
Cure/Inflict Wounds: Cure Wounds
Channel Good/Evil: Channel Good
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Cleric: Any, but most priests use hide or leather armor that comes from farm animals. Druid: Standard druid armor allowances.
Allowed Weapons: Cleric: Any simple or martial weapon. If a weapon is a farm tool and is considered exotic, then the priest may use it as well. Druid: Standard druid weapon allowances.
Domains: Animal, Earth, Healing, Plant, Sun, Water
Prestige Domains: Beastmaster, Community, Creation, Glory, Summoning
Banned Domains: Destruction, Fire, Trickery, War
Spell Recovery: After a full night (or day if nocturnal) of rest. If there are domestic animals or crops nearby, then the priest must spend an hour meditating on his faith while tending to the crops or animals. If the priest does not do this, then he may only recover 1st, 2nd and 3rd level spells during his hour of prayer. If there are no animals or crops nearby, then the priest must pray for an hour.
(Nicknames)
Portfolio: Dawn, Discovery, Divination, Dreams, Prophecy, Rebirth
Superior: None
Friends: Arnora, Calor
Foes: Katoc, Ellfan
Symbol: A rising sun with golden rays reaching into the sky.
Description:
Worshipper Alignment: LG, NG, CG
Clergy Classes: Cleric
Clergy Races: Human
Clergy Alignment: LG, NG, CG
Rebuke/Command Undead: Rebuke Undead
Cure/Inflict Wounds: Cure Wounds
Channel Good/Evil: Channel Good
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Any
Allowed Weapons: Any simple or martial weapon.
Domains: Good, Healing, Knowledge, Sun, Protection
Prestige Domains: Divination, Exorcism, Inquisition, Mind, Mysticism
Banned Domains: Evil, Death, War
Spell Recovery: Priests of Imra only recover spells as the sun starts to rise. At this time, they must pray for thirty minutes. At the end of their prayers, they recover all of their spells. If their prayers do not start during the time at which the sun is touching the horizon in the morning, then they recover no spells at all. If the priest is underground, then they must have some means of knowing when the sun is rising.
(Nicknames)
Portfolio: Friendship, Community, Honor, Loyalty, Trust, Truth
Superior: Imra
Friends: Fira, Calor
Foes: Rullae, Andarra
Symbol: Two hands being shook as if over a deal or promise.
Description:
Worshipper Alignment: LG, LN, NG, N
Clergy Classes: Cleric, Paladin
Clergy Races: Human
Clergy Alignment: Cleric: LG, LN, NG. Paladin: LG, LN
Rebuke/Command Undead: Rebuke Undead
Cure/Inflict Wounds: Cure Wounds
Channel Good/Evil: Channel Good
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Cleric: Any. Paladin: Any
Allowed Weapons: Cleric: Any simple or martial weapon. Paladin: Any
Domains: Good, Law, Protection, Sun
Prestige Domains: Community, Exorcism, Inquisition, Mind
Banned Domains: Chaos, Death, Trickery
Spell Recovery: After a full night (or day if nocturnal) of rest. If the priest knowingly took part in a dishonest act, then he will only recover 1st, 2nd and 3rd level spells during his prayers. If the priest continually takes part in dishonesty, then further punishment will be handed down from Jaril.
(Nicknames)
Portfolio: Animals, Beasts, Forests, Nature, Plants, Druids
Superior: None
Friends: Aldnor, Thaeron
Foes: Katoc
Symbol: A bear paw as viewed from the bottom. Most priests use wooden symbols with stone claw tips, but some priests carve theirs from stone or have one made of precious metals. Some priests will design a metal claw that they can mount on the end of a stick and use as a weapon. These claws act as a club that is not throwable and does 1d6+1 points of damage. The metal claws usually cost 25 to 40 GP from the temple. Any attempts to get them outside of a temple will most likely fail because of the complexity of the mold use to create the claw.
Description:
Worshipper Alignment: Any
Clergy Classes: Cleric, Druid, Ranger
Clergy Races: Human, Elf (rare)
Clergy Alignment: Cleric: Any. Druid: LN, NG, N, NE, CN. Ranger: Any
Rebuke/Command Undead: Rebuke undead if priest is good. Command undead if priest is evil. Player's choice if priest is neutral.
Cure/Inflict Wounds: Cure wounds if priest is good. Inflict wounds if priest is evil. Player's choice if priest is neutral.
Channel Good/Evil: Channel good if priest is good. Channel evil if priest is evil. Player's choice if priest is neutral.
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Cleric: Standard druid armor allowances. Druid: Standard druid armor allowances. Ranger: Standard ranger armor allowance.
Allowed Weapons: Cleric: Standard druid weapon allowances. Druid: Standard druid weapon allowances. Ranger: Standard ranger weapon allowances. All clerics may use a metal holy symbol mounted on a staff or stick as a weapon.
Domains: Animal, Healing, Plant, Protection, Strength
Prestige Domains: Beastmaster, Celerity, Creation, Summoning
Banned Domains: Destruction, Luck, Trickery, War
Spell Recovery: After a full night (or day if nocturnal) of rest. If the priest has the opportunity to tend to the problems of a natural surrounding or animal, then the priest must make efforts to do so. If the priest shirks this duty, then he will only recover 1st, 2nd and 3rd level spells until he once again takes up the cause of nature.
(Nicknames)
Portfolio: Fate, Divination, Knowledge
Superior: Calor
Friends: Hantor, Zannik
Foes: Andarra, Pella
Symbol: A crystal sphere with a golden eye visible in the middle of the sphere. No matter which way you turn the sphere, the eye is always looking directly back at the observer. If multiple people are looking at the crystal orb, then they all see that the eye is looking back at each of them.
Description:
Worshipper Alignment: Any
Clergy Classes: Human
Clergy Races: Cleric
Clergy Alignment: Any
Rebuke/Command Undead: Rebuke undead if priest is good. Command undead if priest is evil. Player's choice if priest is neutral.
Cure/Inflict Wounds: Cure wounds if priest is good. Inflict wounds if priest is evil. Player's choice if priest is neutral.
Channel Good/Evil: Channel good if priest is good. Channel evil if priest is evil. Player's choice if priest is neutral.
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Any
Allowed Weapons: Any simple or martial weapon.
Domains: Knowledge, Magic, Sun, Travel
Prestige Domains: Divination, Inquisition, Mind, Mysticism
Banned Domains: Trickery, War
Spell Recovery: After a full night (or day if nocturnal) of rest.
(Nicknames)
Portfolio: Dead, Necromancy, Undead
Superior: None
Friends: Zuron Prieslon, Shasscar, Modun
Foes: Calor, Jerunn Beastlord, Imra
Symbol: A skeletal rat with an abnormally long tail. The tail is used as the "chain" on the necklace that wraps around the neck of the priest. If anyone, other than a worshipper of Katoc, places the rat near his neck, then the rat will attempt to strangulate the person.
Description:
Worshipper Alignment: LE, NE, CN, CE
Clergy Classes: Cleric, Paladin
Clergy Races: Human
Clergy Alignment: Cleric: LE, NE, CE. Paladin: CE
Rebuke/Command Undead: Command Undead
Cure/Inflict Wounds: Inflict Wounds
Channel Good/Evil: Channel Evil
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Cleric: Any. Paladin: Any
Allowed Weapons: Cleric: Any. Paladin: Any
Domains: Chaos, Death, Destruction, Evil, Magic
Prestige Domains: Creation, Domination, Force, Glory, Mysticism
Banned Domains: Good, Knowledge, Law, Sun
Spell Recovery: After a full night (or day if nocturnal) of rest. Once the priest has the ability to create undead (by whatever device, spell, prayer, etc.) the priest must create one undead creature per day. If the priest is unable to create an undead creature in the prior day, then he will only recover 1st, 2nd and 3rd level spells.
(Nicknames)
Portfolio: Ambition, Arrogance, Commerce, Greed, Trade, Wealth
Superior: Pella
Friends: Soyenna, Pella
Foes: Rylnor the Winged, Thaeron
Symbol: A coin made of platinum with gold and silver rays shining from behind the coin. There are ten rays with the rays being gold and silver in alternation.
Description:
Worshipper Alignment: Any
Clergy Classes: Cleric
Clergy Races: Human
Clergy Alignment: LN, LE, NE, CN, CE
Rebuke/Command Undead: Command Undead
Cure/Inflict Wounds: Inflict Wounds
Channel Good/Evil: Channel Evil
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Any light or medium armor.
Allowed Weapons: Any simple or martial weapons.
Domains: Evil, Luck, Travel
Prestige Domains: Creation, Divination, Summoning
Banned Domains: Good, War
Spell Recovery: After a full night (or day if nocturnal) of rest.
(Nicknames)
Portfolio: Arts, Bards, Beauty, Crafts, Dance, Jewelry, Poetry, Song, Festivals, Music
Superior: Meseth
Friends: Jaril, Fira
Foes: Zuron Prieslon, Uhlsun
Symbol: A silver harp with a songbird perched on top.
Description:
Worshipper Alignment: Any
Clergy Classes: Cleric
Clergy Races: Human
Clergy Alignment: Any
Rebuke/Command Undead: Rebuke undead if priest is good. Command undead if priest is evil. Player's choice if priest is neutral.
Cure/Inflict Wounds: Cure wounds if priest is good. Inflict wounds if priest is evil. Player's choice if priest is neutral.
Channel Good/Evil: Channel good if priest is good. Channel evil if priest is evil. Player's choice if priest is neutral.
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Any light or medium armor.
Allowed Weapons: Any weapon that is tiny, small or medium in size.
Domains: Air, Magic, Sun
Prestige Domains: Celerity, Community, Creation
Banned Domains: Destruction, Earth
Spell Recovery: After a full night (or day if nocturnal) of rest. The priest must perform (not necessarily for an audience) during her prayers. If the priest is unable or unwilling to perform, then he only regains 1st, 2nd, and 3rd level spells.
(Nicknames)
Portfolio: Children, Fertility, Innocence, Joy, Laughter
Superior: Imra
Friends: Fira, Thaeron
Foes: Gohba, Pella
Symbol: A yellow flower with seven petals. The stalk of the flower is a brilliant green and with golden thorns growing from the sides.
Description:
Worshipper Alignment: LG, LN, NG, N, CG, CN
Clergy Classes: Cleric
Clergy Races: Human, Halfling
Clergy Alignment: LG, NG, CG
Rebuke/Command Undead: Rebuke Undead
Cure/Inflict Wounds: Cure Wounds
Channel Good/Evil: Channel Good
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Any
Allowed Weapons: Any simple or martial weapons.
Domains: Good, Healing, Magic, Protection
Prestige Domains: Community, Exorcism, Glory, Mysticism
Banned Domains: Death, Evil, War
Spell Recovery: After a full night (or day if nocturnal) of rest. The priest prays for 15 minutes and then breaks out into uncontrollable laughter that shakes and rattles the priest's entire body. The laughter is extremely loud and raucous and lasts for 15 minutes after it starts. It is loud enough to attract anything that is wandering nearby. Once the laughter starts, the priest can only stop by making a will save (DC is 20 minus cleric level.) If the cleric intentionally stops his laughter, then he will have to pray for 45 minutes in order to recover his 1st, 2nd and 3rd level spells. If the priest opts not to break out into fits of laughter, then he can pray for one hour and recover 1st, 2nd and 3rd level spells.
(Nicknames)
Portfolio: Athletics, Competition, Dueling, Endurance, Strength, Vitality
Superior: Calor
Friends: Aldnor, Calor
Foes: Uhlsun, Zuron Prieslon
Symbol: A set of crossed swords with their points directed upwards. Different swords are used depending on the favored weapon of the priest.
Description:
Worshipper Alignment: Any
Clergy Classes: Cleric, Paladin
Clergy Races: Human
Clergy Alignment: Cleric: LG, LN, NG. Paladin: LG
Rebuke/Command Undead: Rebuke Undead
Cure/Inflict Wounds: Cure Wounds
Channel Good/Evil: Channel Good
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Cleric: Any. Paladin: Any
Allowed Weapons: Cleric: Any. Paladin: Any
Domains: Animal, Protection, Sun
Prestige Domains: Celerity, Glory, Mysticism
Banned Domains: Luck, Trickery
Spell Recovery: After a full night (or day if nocturnal) of rest. The priest must issue a challenge to someone that is nearby. The challenge must involve some level of skill, not luck. If the priest cannot convince someone to compete against him in some manner, then he may only recover 1st, 2nd and 3rd level spells. Regardless of the outcome of the challenge, the priest must then pray for an hour and contemplate why he won or lost the challenge.
(Nicknames)
Portfolio: War, Warriors, Strategy, Thunder, Rebellion
Superior: None
Friends: Granmar, Tothanna
Foes: Shasscar, Zannik
Symbol: A cloud from which twin lightning bolts strike.
Description:
Worshipper Alignment: Any
Clergy Classes: Cleric
Clergy Races: Human, Dwarf
Clergy Alignment: LN, LE, NE, CN, CE
Rebuke/Command Undead: Command Undead
Cure/Inflict Wounds: Inflict Wounds
Channel Good/Evil: Channel Evil
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Any
Allowed Weapons: Any
Domains: Air, Destruction, Protection, Strength, War
Prestige Domains: Celerity, Domination, Force, Glory, Summoning
Banned Domains: Chaos, Luck, Magic
Spell Recovery: After a full night (or day if nocturnal) of rest. During the time that the priest prays, he must practice fighting with his weapon. This practice can be the practicing of forms and does not have to involve other people. If the priest is unable to do this, then he only recovers 1st, 2nd and 3rd level spells.
(Nicknames)
Portfolio: Autumn, Plants (primarily harvest)
Superior: Imnalu
Friends: Imnalu, Aldnor, Jerunn Beastlord
Foes: Sharlanna, Uhlsun
Symbol: An oak leaf made of beaten metal. Regardless of what type of metal the leaf is made of, it changes colors throughout the seasons to match the season. The only time the true color of the metal shines through is during winter.
Description:
Worshipper Alignment: Any
Clergy Classes: Cleric, Druid
Clergy Races: Human
Clergy Alignment: Cleric: LG, NG, CG. Druid: LN, NG, N, CN, but most are N or CN.
Rebuke/Command Undead: Rebuke Undead
Cure/Inflict Wounds: Cure Wounds
Channel Good/Evil: Channel Good
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Cleric: Any. Druid: Standard druid armor allowances.
Allowed Weapons: Cleric: Any simple or martial weapon. If a farm tool is considered an exotic weapon, then the cleric may use it. Druid: Standard druid armor allowances.
Domains: Animal, Good, Healing, Plant
Prestige Domains: Community, Creation, Summoning
Banned Domains: Destruction, Evil
Spell Recovery: After a full night (or day if nocturnal) of rest.
(Nicknames)
Portfolio: Luck, Mischief, Trickery, Thievery, Moon, Traps, Stealth
Superior: None
Friends: Soyenna, Shasscar
Foes: Calor, Granmar
Symbol: A pair of gloves in which the right glove is white and the left glove is black. On the tip of each finger is a depiction of one of the five moons. Coranna is placed on the pinky finger. Dolia goes on the ring finger. Gallor can be found on the thumb of each glove. Iomor is on the index finger and Toroth goes on the middle finger.
Description:
Worshipper Alignment: LE, NG, N, NE, CG, CN, CE
Clergy Classes: Cleric
Clergy Races: Human, Halfling
Clergy Alignment: NG, N, NE, CG, CN, CE
Rebuke/Command Undead: Rebuke undead if priest is good. Command undead if priest is evil. Player's choice if priest is neutral.
Cure/Inflict Wounds: Cure wounds if priest is good. Inflict wounds if priest is evil. Player's choice if priest is neutral.
Channel Good/Evil: Channel good if priest is good. Channel evil if priest is evil. Player's choice if priest is neutral.
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Any light or medium armor.
Allowed Weapons: Any tiny, small or medium weapon.
Domains: Chaos, Luck, Trickery
Prestige Domains: Celerity, Mind
Banned Domains: Law, Strength
Spell Recovery:
(Nicknames)
Portfolio: Bureaucracy, Contracts, Law
Superior: None
Friends: None
Foes: None
Symbol: A scroll with indecipherable text written on it.
Description:
Worshipper Alignment: Any
Clergy Classes: Cleric
Clergy Races: Human
Clergy Alignment: LG, LN, LE
Rebuke/Command Undead: Rebuke undead if priest is good. Command undead if priest is evil. Player's choice if priest is neutral.
Cure/Inflict Wounds: Cure wounds if priest is good. Inflict wounds if priest is evil. Player's choice if priest is neutral.
Channel Good/Evil: Channel good if priest is good. Channel evil if priest is evil. Player's choice if priest is neutral.
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Any light armor.
Allowed Weapons: Any tiny or small weapons.
Domains: Knowledge, Law, Protection
Prestige Domains: Community
Banned Domains: Chaos, Trickery
Spell Recovery: After a full night (or day if nocturnal) of rest.
(Nicknames)
Portfolio: Boats/Ships, Sailors, Navigation
Superior: Twilli
Friends: Twilli, Zannik
Foes: Tilla, Raggar
Symbol: A scrap of sailcloth upon which a compass has been drawn.
Description:
Worshipper Alignment: Any
Clergy Classes: Cleric
Clergy Races: Human
Clergy Alignment: LG, LN, LE
Rebuke/Command Undead: Rebuke undead if priest is good. Command undead if priest is evil. Player's choice if priest is neutral.
Cure/Inflict Wounds: Cure wounds if priest is good. Inflict wounds if priest is evil. Player's choice if priest is neutral.
Channel Good/Evil: Channel good if priest is good. Channel evil if priest is evil. Player's choice if priest is neutral.
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Any, but heavy metal armor is rare.
Allowed Weapons: Any simple or martial weapon. If part of a ship can be used as an exotic weapon, then the cleric may use it as well.
Domains: Protection, Travel, Water
Prestige Domains: Celerity, Divination
Banned Domains: Destruction, Earth, Fire
Spell Recovery: After a full night (or day if nocturnal) of rest. If the cleric is not on a boat, barge, ship or some other kind of water-based vessel, then he will only recover 1st, 2nd and 3rd level spells. The boat must be waterborne during the prayers. A dry docked ship or a canoe sitting in the middle of a field will not qualify.
(Nicknames)
Portfolio: Earth, Mountains, Nature (minor), Stone
Superior: Calor
Friends: Shoun, Jerunn Beastlord
Foes: Purar, Zuron Prieslon
Symbol: A single mountain. The form and style of the mountain varies, but it is always a lone peak.
Description:
Worshipper Alignment: Any
Clergy Classes: Cleric, Druid
Clergy Races: Human
Clergy Alignment: Cleric: LN, LG, LE. Druid: LN, NG, N, NE.
Rebuke/Command Undead: Rebuke undead if priest is good. Command undead if priest is evil. Player's choice if priest is neutral.
Cure/Inflict Wounds: Cure wounds if priest is good. Inflict wounds if priest is evil. Player's choice if priest is neutral.
Channel Good/Evil: Channel good if priest is good. Channel evil if priest is evil. Player's choice if priest is neutral.
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Cleric: Any. Druid: Standard druid armor allowances.
Allowed Weapons: Cleric: Any simple or martial weapon. Druid Standard druid weapon allowances and all hammers.
Domains: Animal, Earth, Fire, Law, Plant, Protection, Strength
Prestige Domains: Community, Creation, Glory
Banned Domains: Air, Chaos, Destruction, Water
Spell Recovery: After a full night (or day if nocturnal) of rest. The priest must be in contact with the ground while praying in order to recover any spells at all. If the priest is not underground (basement, dungeon, cavern, deep hole, etc.) when praying, then he can only recover 1st, 2nd and 3rd level spells.
(Nicknames)
Portfolio: Cowardice, Fear, Hatred, Malice
Superior: Gurwar
Friends: Zuron Prieslon, Shasscar
Foes: Rylnor the Winged, Calor
Symbol: A black face with bat-wing ears, glowing red eyes and an open mouth full of sharp teeth.
Description:
Worshipper Alignment: LN, LE, N, NE, CN, CE
Clergy Classes: Cleric
Clergy Races: Human
Clergy Alignment: LE, NE, CE
Rebuke/Command Undead: Command Undead
Cure/Inflict Wounds: Inflict Wounds
Channel Good/Evil: Channel Evil
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Any
Allowed Weapons: Any
Domains: Death, Destruction, Evil, Trickery
Prestige Domains: Domination, Force, Madness, Pestilence
Banned Domains: Good, Protection
Spell Recovery: After a full night (or day if nocturnal) of rest. While praying to recover spells, the priest is taken over by the spirit of Rullae. During this time, he takes on the wicked and frightening visage of Rullae. Anyone witnessing this horrible event (other than fellow clergy and worshippers of Rullae) must make a Will save vs. fear (DC 15) in order to not run away in fear for 1 round per level of the praying priest. The only way for the priest to avoid the partial possession by Rullae is to not pray for the recovery of spells.
(Nicknames)
Portfolio: Freedom, Good, Healing, Light, Sun
Superior: Calor
Friends: Calor, Jaril, Lauranna Windsong
Foes: Gohba, Rullae, Katoc
Symbol: A longsword shining with the brightness of the sun.
Description:
Worshipper Alignment: LG, LN, NG, N, CG, CN
Clergy Classes: Cleric, Paladin
Clergy Races: Human
Clergy Alignment: Cleric: LG, NG, CG, CN. Paladin: CG
Rebuke/Command Undead: Rebuke Undead
Cure/Inflict Wounds: Cure Wounds
Channel Good/Evil: Channel Good
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Cleric: Any. Paladin: Any
Allowed Weapons: Cleric: Any simple or martial weapon and any sword. Paladin: Any.
Domains: Good, Healing, Protection, Strength, Sun
Prestige Domains: Celerity, Exorcism, Glory, Mysticism
Banned Domains: Death, Destruction, Trickery, Domination
Spell Recovery: After a full night (or day if nocturnal) of rest. The priest must perform the entirety of his prayers while the sun is still in the sky. If the sun is not risen before he starts or sets before he finishes, then he will only recover 1st, 2nd and 3rd level spells.
(Nicknames)
Portfolio: Death, Decay, Time
Superior: None
Friends: None
Foes: None
Symbol: A plain silver coin that gradually tarnishes to be completely black at the moment of the priest's death. No amount of polishing can remove the tarnish and no amount of abuse can cause it to tarnish faster. Only by making risky or wise decisions can the priest alter the look of the coin. The color of the coin does not change dramatically enough to allow a priest to be able to predict the future by making partial actions and studying the coin.
Description:
Worshipper Alignment: Any
Clergy Classes: Cleric
Clergy Races: Human
Clergy Alignment: Any
Rebuke/Command Undead: Rebuke undead if priest is good. Command undead if priest is evil. Player's choice if priest is neutral.
Cure/Inflict Wounds: Cure wounds if priest is good. Inflict wounds if priest is evil. Player's choice if priest is neutral.
Channel Good/Evil: Channel good if priest is good. Channel evil if priest is evil. Player's choice if priest is neutral.
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Any
Allowed Weapons: Any
Domains: Death, Destruction, Magic, (Chaos or Law), (Good or Evil), (Air, Earth, Fire or Water)
Prestige Domains: Divination, Glory, Mysticism, Mind
Banned Domains: None.
Spell Recovery: After a full night (or day if nocturnal) of rest.
(Nicknames)
Portfolio: Assassins, Darkness, Murder, Poison, Silence
Superior: Gurwar
Friends: Soyenna, Katoc, Gohba
Foes: Thaeron, Calor, Rylnor the Winged
Symbol: A small green vial upon which divine runes of evil are carved.
Description:
Worshipper Alignment: LE, NE, CE
Clergy Classes: Cleric
Clergy Races: Human
Clergy Alignment: LE, NE, CE
Rebuke/Command Undead: Command Undead
Cure/Inflict Wounds: Inflict Wounds
Channel Good/Evil: Channel Evil
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Any light or medium armor
Allowed Weapons: Any tiny, small or medium weapon
Domains: Death, Destruction, Evil, Luck
Prestige Domains: Domination, Force, Madness, Summoning
Banned Domains: Good, Protection, Sun
Spell Recovery: After a full night (or day if nocturnal) of rest. The priest must pray in total darkness. If this cannot be accomplished, then the priest can only recover 1st, 2nd and 3rd level spells.
(Nicknames)
Portfolio: Armoring, Blacksmithing, Metalwork, Weaponsmithing
Superior: Modun
Friends: Modun, Dyrdun, Raggar
Foes: Zuron Prieslon, Arnora
Symbol: A steel anvil upon which the saying, "May our hammers forever swing." is carved.
Description:
Worshipper Alignment: Any
Clergy Classes: Cleric
Clergy Races: Human
Clergy Alignment: LG, LN
Rebuke/Command Undead: Rebuke Undead
Cure/Inflict Wounds: Cure Wounds
Channel Good/Evil: Channel Good
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Any
Allowed Weapons: Any, but priests of Shoun usually use hammers.
Domains: Earth, Fire, Law
Prestige Domains: Creation, Glory, Mysticism
Banned Domains: Chaos, Destruction
Spell Recovery: After a full night (or day if nocturnal) of rest. The priest must work one day in forty in a forge. The priest can do simple things such as cleaning or bellows work, or he can lead a team in the construction of a complex creation. If the priest goes forty days without working in a forge, he can only recover 1st, 2nd and 3rd level spells until he works a full day in a forge again. If the priest has gone extended periods of time, then Shoun may require further service in a forge before allowing him access to higher level spells again.
(Nicknames)
Portfolio: Revenge, Secrets, Deception
Superior: Pella
Friends: Pella, Shasscar
Foes: Rylnor the Winged, Imra
Symbol: A black serpent in the shape of an 'S'. Higher level priests will usually highlight the features of the snake with silver inlays.
Description:
Worshipper Alignment: LE, NE, CN, CE
Clergy Classes: Cleric
Clergy Races: Human
Clergy Alignment: LE, NE, CE
Rebuke/Command Undead: Command Undead
Cure/Inflict Wounds: Inflict Wounds
Channel Good/Evil: Channel Evil
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Any light or medium armor.
Allowed Weapons: Any tiny, small or medium weapon.
Domains: Destruction, Evil, Trickery
Prestige Domains: Domination, Madness
Banned Domains: Good, Strength, War
Spell Recovery: After a full night (or day if nocturnal) of rest. If the priest went through the previous day without committing a dishonest act, then he can only recover 1st, 2nd and 3rd level spells.
(Nicknames)
Portfolio: Bravery, Guardianship, Loyalty, Nobility, Protection, Healing
Superior: Calor
Friends: Granmar, Rylnor the Winged
Foes: Gurwar, Kovtol
Symbol: A golden shield upon which a dragon is engraved.
Description:
Worshipper Alignment: LG, LN, NG, CG, CN
Clergy Classes: Cleric, Paladin
Clergy Races: Human
Clergy Alignment: Cleric: LG, LN, NG, CG. Paladin: LG
Rebuke/Command Undead: Rebuke Undead
Cure/Inflict Wounds: Cure Wounds
Channel Good/Evil: Channel Good
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Cleric: Any. Paladin: Any
Allowed Weapons: Cleric: Any simple or martial weapon. Paladin: Any
Domains: Healing, Protection, Strength
Prestige Domains: Community, Glory, Mysticism
Banned Domains: Death, Luck, Trickery
Spell Recovery: After a full night (or day if nocturnal) of rest. If the priest had a reasonable chance to prevent someone else from getting hurt or killed and they did not perform their duty to prevent it, then they can only recover 1st, 2nd and 3rd level spells on the following day.
(Nicknames)
Portfolio: Madness, Nihilism, Human Sacrifice, Evil
Superior: None
Friends: None
Foes: None
Symbol: A black, angular, inverted two-step pyramid.
Description:
Worshipper Alignment: LE, NE, CN, CE
Clergy Classes: Cleric
Clergy Races: Human
Clergy Alignment: LE, NE, CE
Rebuke/Command Undead: Command Undead
Cure/Inflict Wounds: Inflict Wounds
Channel Good/Evil: Channel Evil
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Any
Allowed Weapons: Any
Domains: Chaos, Destruction, Evil, Magic, (Air, Earth, Fire or Water)
Prestige Domains: Domination, Force, Madness
Banned Domains: Good, Healing, Sun
Spell Recovery: After a full night (or day if nocturnal) of rest. The priest must be involved with at least one human sacrifice every three months or be restricted to recovering 1st, 2nd and 3rd level spells.
(Nicknames)
Portfolio: Glaciers, Ice, Cold, Suffering, Winter, Pain
Superior: Twilli
Friends: Twilli, Zaessa
Foes: Dyrdun, Arnora
Symbol: A snowflake made of metal. The points and edges of the snowflake have been sharpened so that it can be thrown like a shuriken.
Description:
Worshipper Alignment: Any
Clergy Classes: Cleric, Ranger
Clergy Races: Human
Clergy Alignment: Cleric: LE, N, NE, CN, CE. Ranger: Any
Rebuke/Command Undead: Command Undead
Cure/Inflict Wounds: Inflict Wounds
Channel Good/Evil: Channel Evil
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Cleric: Any. Ranger: Standard ranger armor allowances.
Allowed Weapons: Cleric: Any simple or martial weapon. Ranger: Standard ranger weapon allowance.
Domains: Air, Animal, Evil, Water
Prestige Domains: Beastmaster, Domination
Banned Domains: Fire, Good
Spell Recovery: After a full night (or day if nocturnal) of rest. If the priest is in warm temperatures (above 60 degrees F) when praying, he is distanced from Tilla and can only recover 1st, 2nd and 3rd level spells.
(Nicknames)
Portfolio: Messengers, Travel, Summer, Quests
Superior: Hantor
Friends: Aldnor, Calor, Ewiid
Foes: Modun, Katoc
Symbol: A bronze square that is hollow in the middle. The square is usually four inches on each side with an inch of metal between the outer edge and the inner hollow.
Description:
Worshipper Alignment: Any
Clergy Classes: Cleric
Clergy Races: Human
Clergy Alignment: Any
Rebuke/Command Undead: Rebuke undead if priest is good. Command undead if priest is evil. Player's choice if priest is neutral.
Cure/Inflict Wounds: Cure wounds if priest is good. Inflict wounds if priest is evil. Player's choice if priest is neutral.
Channel Good/Evil: Channel good if priest is good. Channel evil if priest is evil. Player's choice if priest is neutral.
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Any
Allowed Weapons: Any simple or martial weapons.
Domains: Healing, Knowledge, Sun, Travel
Prestige Domains: Celerity, Glory, Mind
Banned Domains: Death, War
Spell Recovery: After a full night (or day if nocturnal) of rest. If the priest rests in the same place that he did last time he took repose, he will only recover 1st, 2nd and 3rd level spells.
(Nicknames)
Portfolio: Cavalry, Conquest, Duty
Superior: Modun
Friends: Modun, Granmar
Foes: Rullae, Andarra
Symbol: An, inverted, red triangle with a golden, upright horseshoe in the middle of the triangle.
Description:
Worshipper Alignment: Any
Clergy Classes: Cleric, Paladin
Clergy Races: Human
Clergy Alignment: Cleric: LG, LN. Paladin: LG, LN
Rebuke/Command Undead: Rebuke Undead
Cure/Inflict Wounds: Cure Wounds
Channel Good/Evil: Channel Good
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Cleric: Any. Paladin: Any
Allowed Weapons: Cleric: Any. Paladin: Any
Domains: Animal, War
Prestige Domains: Celerity, Glory
Banned Domains: Chaos, Trickery
Spell Recovery: After a full night (or day if nocturnal) of rest.
(Nicknames)
Portfolio: Water, Oceans, Rivers
Superior: Jerunn Beastlord
Friends: Tilla, Purar
Foes: Raggar, Dyrdun
Symbol: The silhouette of a dolphin made of silver.
Description:
Worshipper Alignment: Any
Clergy Classes: Cleric
Clergy Races: Human
Clergy Alignment: NG, N, NE, CG, CN, CE
Rebuke/Command Undead: Rebuke undead if priest is good. Command undead if priest is evil. Player's choice if priest is neutral.
Cure/Inflict Wounds: Cure wounds if priest is good. Inflict wounds if priest is evil. Player's choice if priest is neutral.
Channel Good/Evil: Channel good if priest is good. Channel evil if priest is evil. Player's choice if priest is neutral.
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Any, but most clerics of Twilli stick with light armor.
Allowed Weapons: Any simple or martial weapon.
Domains: Chaos, Luck, Travel, Water
Prestige Domains: Creation, Glory, Mind, Summoning
Banned Domains: Earth, Fire, Knowledge
Spell Recovery: After a full night (or day if nocturnal) of rest. The priest must be in contact with a naturally occurring body of water. The amount of water is not important, just the fact that the water reached its current location in a natural manner. If this is not possible, then the priest can only recover 1st, 2nd and 3rd level spells.
(Nicknames)
Portfolio: Exhaustion, Famine
Superior: Zuron Prieslon
Friends: Zaessa, Katoc
Foes: Imnalu, Noriel
Symbol: A cage made of iron in which a small animal (usually a mouse) is trapped until it dies of starvation.
Description:
Worshipper Alignment: LE, NE, CN, CE
Clergy Classes: Cleric
Clergy Races: Human
Clergy Alignment: NE, CE
Rebuke/Command Undead: Command Undead
Cure/Inflict Wounds: Inflict Wounds
Channel Good/Evil: Channel Evil
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Any
Allowed Weapons: Any simple or martial weapons.
Domains: Death, Destruction, Evil
Prestige Domains: Pestilence
Banned Domains: Good, Healing, Protection
Spell Recovery: After a full night (or day if nocturnal) of rest. When the creature in the priest's holy symbol dies, the priest must replace it with another living creature. As long as the cage is vacant of a living creature, the priest can only recover 1st, 2nd and 3rd level spells.
(Nicknames)
Portfolio: Cold, Cruelty, Darkness, Domination, Torture
Superior: Katoc
Friends: Uhlsun, Gohba, Gurwar
Foes: Calor, Granmar, Rylnor the Winged
Symbol: A wreath made of thorny vines.
Description:
Worshipper Alignment: Any
Clergy Classes: Cleric
Clergy Races: Human
Clergy Alignment: LE, NE, CE
Rebuke/Command Undead: Command Undead
Cure/Inflict Wounds: Inflict Wounds
Channel Good/Evil: Channel Evil
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Any
Allowed Weapons: Any
Domains: Chaos, Death, Destruction, Evil, Strength
Prestige Domains: Domination, Force, Glory, Madness, Pestilence
Banned Domains: Animal, Good, Law, Plant, Sun
Spell Recovery: After a full night (or day if nocturnal) of rest. Once per month, the priest must soak his wreath in human blood for a full night. If this ritual is not performed, the priest is limited to recovering 1st, 2nd and 3rd level spells until the ritual is performed.
(Nicknames)
Portfolio: Magic, Magicians, Invention, Scholarship, Stars
Superior: Julnar
Friends: Torgey, Imra, Hantor
Foes: Modun, Katoc
Symbol: A metal disc that is engraved with five independent circles. The circle represents the five moons of Laenwold. If an ancient symbol of Zannik is discovered, it will only hold three circles. The theory is that the plane from which the humans came only had three moons.
Description:
Worshipper Alignment: Any
Clergy Classes: Cleric
Clergy Races: Human
Clergy Alignment: LN, NG, N, NE, CN
Rebuke/Command Undead: Rebuke undead if priest is good. Command undead if priest is evil. Player's choice if priest is neutral.
Cure/Inflict Wounds: Cure wounds if priest is good. Inflict wounds if priest is evil. Player's choice if priest is neutral.
Channel Good/Evil: Channel good if priest is good. Channel evil if priest is evil. Player's choice if priest is neutral.
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Any light.
Allowed Weapons: Any tiny, small or medium weapon.
Domains: Knowledge, Magic, Sun, Travel
Prestige Domains: Creation, Divination, Mind, Mysticism
Banned Domains: Luck, War
Spell Recovery: After a full night (or day if nocturnal) of rest.
(Nicknames)
Portfolio: Chaos, Decay, Disease, Parasites, Pestilence
Superior: Katoc
Friends: Katoc, Uhlsun, Rullae
Foes: Calor, Rylnor the Winged, Arnora
Symbol: A stone carving that resembles a puddle of green slime.
Description:
Worshipper Alignment: N, NE, CN, CE
Clergy Classes: Cleric, Paladin
Clergy Races: Human
Clergy Alignment: Cleric: NE, CN, CE. Paladin: CE
Rebuke/Command Undead: Command Undead
Cure/Inflict Wounds: Inflict Wounds
Channel Good/Evil: Channel Evil
Description:
Dogma:
Day-to-Day Activities:
Holy Days:
Ceremonies:
Centers of Worship:
Affiliated Organizations:
Priestly Vestments:
Adventuring Gear:
Allowed Armor: Cleric: Any. Paladin: Any
Allowed Weapons: Cleric: Any simple or martial weapon. Paladin: Any
Domains: Chaos, Death, Destruction, Evil, Magic
Prestige Domains: Domination, Glory, Madness, Pestilence, Summoning
Banned Domains: Good, Healing, Law, War
Spell Recovery: After a full night (or day if nocturnal) of rest. Once per month a priest must release a diseased creature, large parasite or other creature of pestilence into a village, city, castle, fortress or some other location where a large group of people live. If the priest does not do this, then he loses the ability to recover spells higher than 3rd level until he performs these actions.
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